Oh, by the way, you can scale the size (resolution) of your user interface in the graphic options: it was the resolution setting in the option 2.01 or 2.02 - can't remember which one. General resolution (interface) and 3D resolution can be changed separately through those options. Of course it may also be a bug or somekind of change in the beta patch.

Also, may I warn you that the arrows of enemy attack (or recon) direction are just general information showing main goal of A.I. More detailed plan or attack route may be totally different and may include capture of other areas/squares and keypoints (flags) as well. Keypoints helps you to increase your units' influence (control points) of a square, so it's possible to hold an area/square with small number of units if you don't lose the keypoint. So it's wise to defend larger area or at least leavy some men near keypoints. Otherwise you may lose ground, and units that were occupying that area/square on the operational map will retreat to nearest empty location on operation map or rout. I understand that here you are just showing some changes, but I just wanted to share that piece of information just in case. I've seen lot's of misunderstandings on these forums regarding this game, because the game works in more complicated way than it looks and not many seem to have time, nerves or chance to read the manual or learn by doing.

1) Added shielding for AI view from dust, shots, explosions and vehicle movement tails. 2) Accuracy of fire added to statistics. 3) Added setting for thinning of dust and smoke (2.24). 4) Added a detailed grass cover. 5) Display time when an important event is occurred (during battle). 6) Fixed a bug with the absence of arrows in the briefngs description. 7) Heavy infantry weapons abandoned automatically if enemy is approaching and lack of ammunition. 8) Added new uniforms and states for the 1st Czech battalion in a quick battle. 9) Algorithm for selecting a weapon type and ammunition according to the target is corrected. 10) Fixed ammunition for machine guns in M3A1 "Stuart" tank. 11) When the quick movement modifier is set - infantry left a vehicles only at a higher level of fire. 12) Changed trenches for the MGs. 13) Manual for operation editor is improved. 14) Changed the default operation layout which is created by an editor. 15) Operation editor interface is adjusted. 16) The descriprion format of the operations and platoons is changed. 17) Small changes in the operational phase graphics. 18) Improved output format for afterbattle statistics. 19) Reconfigure some parameters of the vehicles. 20) Improved algorithm for airstrikes. 21) Improved algorithm of the heavy infantry weapon actions. 22) Fixed bug with the initial location of the projectile when it is leaving the barrel. 23) Fixed bug with incorrect point for the LOS during the transfer a heavy infantry guns. 24) Adjusted visualization of smoke grenades shooting. 25) Some SFXs are changed. 26) Added soil alignment during the installation of infantry weapons. 27) Introduced heavy ATRs PzB.41 in two mods. 28) Reconfigured water and ice rendering. 29) Changed the look and logic of the work for orders and modifiers tab in tactical combat. 30) Added a separate button for vehicle rotation order and new movement modifier. 31) Changed the look and logic of the work for some cursors. 32) Added new commands to the interface of the initial squad placement. 33) Added a new snowy season for Taranovka district and future DLC's. 34) Added ability to set the fire arc so that the vehicle is not rotated by hull. Right click at the fire arc button when the fire arc is not set. 35) Changed the display of certain parameters in the squad panel. 36) Changed shadows rendering method in enciclopedia. 37) Added blasting charges for field engineers. 38) Some small improvements and changes. 39) Added a side observation device for the T-26 tank driver. 40) Adjusted operation selection menu. 41) Changed helper in the operational and tactical phases. 42) Added a separate savegame (tactical) for a quick battle. 43) Apply the settings button is highlighted in red if the apply will delete the tactical savegames.

1) The reconfigured lighting at night and bad weather. 2) Optimized build lodov herbs with multiple cores 3) The algorithm of choice, and the charge mode of firing the gun leIG 4) After issuing the order, the order button is pressed and active - menu modifiers. 5) Added a setting to disable the smoky "footprint" of the tracer (for some shells.) 6) Fixed overlay interface diagrams and changed the interface itself. 7) Changed the summer season (for Volokonovki). 8) Added support for the following micro-addon Krasnaya Polyana (in the manual for the editor and the operational phase).

The patch will be released shortly, probably in this month I guess. Can't wait...

On the tactics side I appreciate the pointers (and I am sure that others do too) but, in real life the commander who spread his unit out to try and hold all key points would most likely lose. All round defense seemed like the best option in the circumstances.

I am happy with the battle result - it seemed realistic. What I don't want is to start playing the 'points 'game' - I prefer the 'combat simulation'.

Why change the UI now? I was quite happy with the way it worked since the first game, so now they change it and will get everyone confused again.

Looks messy now and all over the place. I knew where I had to go to choose either whole platoon or a separate squad and just had ot hit space bar for the rest really. Is there still a whole platoon or separate squad option?

Hmm... If I recall correctly, someone somewhere also reported that large UI thingie. I guess it was on sukhoi.ru forums and it was related to very high resolution screen like you have. Try reporting andrey about it, that's the best you can do I guess. It looks a bit bad indeed.

About spreading troops: Yes, it certainly is somewhat stupid to defend some areas even though they might not be that important. But this "issue" arises from the fact that we have an operational map, which is turn based and which is divided into squares with limited unit capacity. This is due to technical reasons - it's impossible for current computers to do the whole operation with these details in real time - and also to keep a fight at battalion level maximum. In the game a battle time is also limited due to gameplay reasons. Whether you gain or lose ground (squares) after battle (after you or enemy retreated/routed or time runs out) is determinated in the game by control points - or so I call them. I can't see any better simple and working solution for merging a realtime tactical battle and turn-based operational phase. So, if you have less control points in one square than enemy A.I after a battle, your units will retreat away from that square to the nearest friendly square with free unit slots. If there is no friednly square or room to retreat, your units will rout and regroup somewhere after few turns. It's just the game's way to determine, which of side managed to force one side to retreat.

If you do not want to get forced out of a square on an operational map, defend it during tactical battles. Make sure the enemy retreats from the whole battle area or annihilate him completely - or just make sure that you have enough control points to preserve that square after the battle. Make sure that your influence (control points) on that square is higher than that of your enemy: have more good ground keeping units, especially infantry, with good battle efficiency and ensure control of keypoint/flag. Notice, that bigger a keypoint flag is, the more it multiplies your control points (the factor is from 2x to 12x or so, if I remember correctly). If you are attacking, make sure that your platoon gains control of the target enemy square OR retains control of its original square - either one is enough to prevent forced retreat or rout of your platoon. Sorry for repeating some things here again, I just wanted to write it clearly.

When on defense, and depending on the situation, I usually create from one to four strongpoints and put some forces in reserve behind or between those points. I may also deploy some outposts to keep on eye on enemy movement. When I find out, where he is going, I start moving my reserves. When I think it's necessary, some of my strongpoint units may have to start moving too from their position to an another strongpoint to reinforce it - or recapture it. The hardest thing is to determine the location of these strongpoints so that they can be defended and that they help you to keep the ground/squares. Even harder is to decide whehter to spread your anti-tank units around these strongpoints or make one spesific anti-tank strongpoint that can give cover to your other strongpoints too. If possible, the anti-tank unit is mobile and in reserve waiting for orders.

I think this square system is better than no operational mode at all. And I also think that it's more realistic than, for example, Close Combat series system.

**********************

p.s. to Odin.

Everything seems to work like before. Take a closer look. There are just some extra things now and the arrangement seems to be, I think, a bit better. But yes - I think it was fine enough before also.

Why change the UI now? I was quite happy with the way it worked since the first game, so now they change it and will get everyone confused again.

Looks messy now and all over the place. I knew where I had to go to choose either whole platoon or a separate squad and just had ot hit space bar for the rest really. Is there still a whole platoon or separate squad option?

Can we keep the old UI?

The Platoon vs. Squad selection is exactly how it was before - only the location of the toolbar has moved.

I like the fact that the game has so much to think about - but I know/understand what you mean. In many wargames everything is "simple" and you don't have to think about enemy that can bypass your position. Uncertainty is what makes this title so special for me. You can never know what will come. What comes to sizes of battles, I think this game is higher than company level (remember the operational part). Usually tactical battles are about company size, but many times I've had much bigger battles including few companies, up to battalion level.

Am liking the new patch so far except that the shadows now seem much darker than before. Some of redmarkus4's screenshots of the Fall Blau scenario on the last page illustrate this. I wish they would tone down the contrast in the next patch or at least give users the option to do so.

Redownload districts and addons. Their graphics were updated for the new patch separately as an optional download. I don't know about Matrix version, but if you have Gamers Gate version, then you should be able to get your hands on those (Graviteam updates Gamers Gate files fast).

The newest versions (as far as I know) with updated patch may 2012 graphics:

Everytime a new patch is released it's possible that the districts / addons (maps) are updated too.

The game is under constant development, unlike many other games. The new updated maps aren't included in the patch because of big file size. I think this is mentioned when installing engine update(?). Anyway, spread the word around! This isn't well known thing, almost like secret.

Yeah, I re-DL'd the add-ons for version 580. In fact, I have both versions of the game installed, 577 and 580. My version 577 has the older DLC versions, 580 has the newer ones.

So, I took some screenshots of the village in Fall Blau at the same time of day using both versions. At 8am version 580 is noticably darker. At 3pm the brightness is about the same, but the shadows are much, much darker in 580. If I can figure out how to post them I will, but there is definitely a big difference, and to me the overall appearance of 577 was better. It's as if the contrast was cranked up in 580, but if they would dial it back a bit it would look much better IMO.

I think it's "a side effect" for HDR (high dynamic range). If you look against a bright background, darker areas become darker and brighter areas become brighter. If you look from the direction of the sun, shadows won't be that dark anymore. You can disable HDR in your graphic settings to see what happens. Anyway, the darkness or brightness in the game is very dynamic thing. And now that I think of that, I agree, the shadows seem a bit too dark. But you could also say the same about the overall brightness of a sunny summer landscape in the game - too dark. But better for the eyes of a player?? I don't know... But the lightning is definately more darker than IRL.

Thanks for this post, I just updated today and was really stumped on how Arty worked!!!.. These threads should be stickied, very helpful stuff, this and the bcgames Roll-Up... Tough UI to learn, but once you start getting the hang of it, I'm really loving this game!!!.. Many thanks!!!!!

quote:

ORIGINAL: redmarkus4

CORRECTED

The artillery fire commands have been radically changed.

1. Select a commander who can order artillery fire. 2. Select the Gun button that appears below the OOB. 3. To set a target zone: - Right-click in the center of the relevant target zone ON THE MAP OR 3D BATTLEFIELD - NOT ON THE BUTTON AS PREVIOUSLY STATED then; - Right-click or right drag on the 3D map or on the Map View, as before. 4. To request a support mission: - Select HE, Smoke or Illumination, as available - Select a target zone (Left-click on the desired target zone button) - Select the number of rounds to be fire PER GUN (Left click on the desired button) - Left-click on the Call Support button

The best place to configure and call support missions is normally on the main Map (F10)

Thanks for this post, I just updated today and was really stumped on how Arty worked!!!.. These threads should be stickied, very helpful stuff, this and the bcgames Roll-Up... Tough UI to learn, but once you start getting the hang of it, I'm really loving this game!!!.. Many thanks!!!!!

quote:

ORIGINAL: redmarkus4

CORRECTED

The artillery fire commands have been radically changed.

1. Select a commander who can order artillery fire. 2. Select the Gun button that appears below the OOB. 3. To set a target zone: - Right-click in the center of the relevant target zone ON THE MAP OR 3D BATTLEFIELD - NOT ON THE BUTTON AS PREVIOUSLY STATED then; - Right-click or right drag on the 3D map or on the Map View, as before. 4. To request a support mission: - Select HE, Smoke or Illumination, as available - Select a target zone (Left-click on the desired target zone button) - Select the number of rounds to be fire PER GUN (Left click on the desired button) - Left-click on the Call Support button

The best place to configure and call support missions is normally on the main Map (F10)

You're welcome :)

I have been away attempting to get a community modding effort going over at Decisive Campaigns case Blue, but it seems like a million modders all want to build their own personal flavor of the same thing, so I'm back LOL

LOL.Don't worry,that doesn't seem to be a problem here with this game.Modders are in very short supply,especially English speaking ones.Too bad this game is so hard to mod!I have plenty of ideas for operations and a few neat ideas about the order of battle that I would like to implement.But I look at those config files,throw up my hands in exasperation and eventually come to the frustrating and obvious conclusion,that this is too daunting of a task for someone with my limited modding skill abilities.

LOL.Don't worry,that doesn't seem to be a problem here with this game.Modders are in very short supply,especially English speaking ones.Too bad this game is so hard to mod!I have plenty of ideas for operations and a few neat ideas about the order of battle that I would like to implement.But I look at those config files,throw up my hands in exasperation and eventually come to the frustrating and obvious conclusion,that this is too daunting of a task for someone with my limited modding skill abilities.

Yes, I was all set to do some serious modding on AP and I spoke to Andrey about it, but it really is too difficult for the average modder - if I was that good I would setup my own game development business.

It's still a very enjoyable game,one of the best of its kind.Too bad it is only a small team of guys from the Ukraine that are developing it.Their attention to detail and quality graphics really limit the amount of extra content that all of us would like to see in the immediate future.And from what the modders say in the 2 sister games of APOS-Steel Fury Kharkov 1942 and Steel Armor Blaze of War,is that the game isn't all that hard and difficult to mod, you just have to get over the initial hump.After that it's getting use to altering and recognizing the different config files and how they interact together.Then the rest is basically repetition.I would like to believe them,and have been very hesitant in taking that initial plunge for fear I may not be up to the challenge.I, personally am not a config modder.I'm more of a click and drag with some minor config alteration adjustments kind of guy.Eventually somewhere down the line from what the devs have hinted at and alluded to.Is that they are working on a program that will have the tools needed for easier editing built into the game,but that is still sometime in the far future,with no definate date planned for when we can expect to see that implemented.I wish a few of the guys modding SABOW and SFK 1942 would show some interest in APOS and show us some of the simple techniques they use for some simple modding,because they have done a lot of very amazing stuff with those other 2 games.

I wouldn't go as far as saying "un-moddable",but for the majority of us with little or no knowlege of modding or experience to draw from or how computer programing actually works.Then,yes it really is an unobtainable goal.There are a few guys who do some amazing stuff modding the 2 sister games of APOS(SABOW and SFK-42),but they obviously have the skill,experience,free time and dedication it takes to accomplish this.I unfortunately have or posess none of the above mentioned requirements.As far as adding new content(maps,different vehicles and weapons),for the average gamer this is almost impossible with this game.

An idea for modding or future DLC I've requested on the Graviteam forum,which as of late I have been entertaining,is adding an American force to the order of battle to each side(Russian and German) to this game for use in the quick battle .On some of these maps you can almost visualize being in different places other than Russia.It even reminds me of some areas of Canada, northern Michigan,Wisconsin and Minnesota where I used to deer hunt with my uncle when I was a teenager.Some of the map areas even resemble areas of Northern western Europe.So I would think with US forces added to each sides Order of battle for quick battles it would be a nice change for simulating the Battle of the Bulge or some "alternate history" battles of American forces invading Russia.Or Russian or German forces Invading Canada and the Northern parts of the United States.I really like this game but the content is very limitating as far as simulating other areas of conflict other than the Russin front.I would be very interested in seeing this game simulate how American forces stack up against Russian or German forces,for me this is a very interesting and exciting idea.I would love to be able to command American troops in this game.